44 lines
1.2 KiB
GLSL
44 lines
1.2 KiB
GLSL
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#version 450
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layout (binding = 1) uniform sampler2D tex;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inEyePos;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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float specpart(vec3 L, vec3 N, vec3 H)
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{
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if (dot(N, L) > 0.0)
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{
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return pow(clamp(dot(H, N), 0.0, 1.0), 64.0);
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}
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return 0.0;
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}
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void main()
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{
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vec3 Eye = normalize(-inEyePos);
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vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
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vec3 halfVec = normalize(inLightVec + inEyePos);
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float diff = clamp(dot(inLightVec, inNormal), 0.0, 1.0);
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float spec = specpart(inLightVec, inNormal, halfVec);
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float intensity = 0.1 + diff + spec;
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vec4 IAmbient = vec4(0.2, 0.2, 0.2, 1.0);
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vec4 IDiffuse = vec4(0.5, 0.5, 0.5, 0.5) * max(dot(inNormal, inLightVec), 0.0);
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float shininess = 0.75;
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vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.0) * shininess;
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outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular);
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// Some manual saturation
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if (intensity > 0.95)
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outFragColor *= 2.25;
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if (intensity < 0.15)
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outFragColor = vec4(0.1);
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}
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